Templates: Templates are fine and easy to use, more are of course always welcome Too Complicated / not deep enough: I think it's at a pretty good balance, by showing what you need and the generel tooltips are really good to help you figure out what is needed. Craft Time and Output numbers: This one is abit hard to figure out, times/outputs are fine, IF some sort of automation of the contructors was a thing, for instance: (Sorry for taking from Space engineers) The conveyor system, it's such an awesome thing to have, when you have to run around and showing everything into diffrent things it just gets boring in the long run. Constructor GUI: WAY TO SMALL! the entire right row is sooo small to use, we need some way to change it or a complet rehaul of it. Also we need to be able to cancle crafting ques.
I like the crafting so far,though there are some areas where i think it can be improved. 1) Have the assembler handle sub-assemblies. Currently,it's a lot of micro management to get certain blocks like generators and other things built. 2) Being able to remove queued items/blocks 3) The tooltips are at times hard to read and only stay for a few seconds. Either increase font size,make the tooltip window bigger or remove the time limit on tooltips 4) An alternative to #1 could be an advanced assembler that handles all sub-assemblies for blocks. 5) Some crafting times need to be reworked. For example,i queued 2 interior lights today and assembling them took almost as long as assembling the small generator. I think the more complex a block is,the more time it should take to get it assembled. But for simple things like light,they should definately be shorter.
So for the most part I like the crafting (minus the micromanaging thing that some people have mentioned, but as others have also mentioned, that could be more of an advanced constructor thing, I'm okay with micromanaging at first as long as their is a more convenient version later, helps show progression). Also agree on the construction queue thing. DEFINITELY need to be able to cancel items. Another suggestion I have (not to steal from Space Engineers) is to make the queue a little more similar to Space Engineers, as in, queue items in order. For example, I queue up two metal components, an electronics, and then more components, I kinda want them to build in that order, not just the 3 or 4 components first and then the electronics. It makes it nice when you are planning to build multiple devices but need to make the parts for both, as I dont have to wait for ALL the parts to be done before the first device I'm building will be done. Also, I mentioned this in another thread but I'll put it here as I feel it's more appropriate here: I think that there should be a way to handcraft a basic constructor, plus perhaps some sort of very basic hand-cranked generator to power it, as there is nothing more annoying than having to make a new world because I accidentally ran out of power and cant make more power cells, or accidentally destroyed my fuel tank and cant use the constructor cause I had just the one fuel tank. Since this is the crafting thread, I would also like to highlight the hand crafting idea. I think it would be good to be able to hand craft some very basic things (such as the constructor and handcrank generator), but also maybe a handcrank oxygen generator (doesnt generate unless you sit there cranking it), probably some sort of oxygen station that can be used without power (or maybe even that all stations can be used without power. It seems to me that refilling oxygen in real life wouldn't take power but rather would simply take a hose to connect to your suit and a valve to turn it on and off. Just saying) Anyways, just some of my thoughts on crafting. The whole handcrafting option would make it so that you REALLY start off in a survival situation. Maybe only starting with a basic pistol, drill, some emergency rations, some oxygen, and some medkits. Plus perhaps some parts of your escape pod, but it wouldnt have to have any machines or generators or anything like that.
In the crafting que when building items can get stuck, there's also a glitch where you can take out items before there built. Also a minor thing that you could add is organize the parts for certain spaceships so the moons don't just build a thruster for a ship and then it won't work cause its the wrong type of thruster.
yea im stuck on the build system. i clicked a few items to play around, now i cant build what i want to build, because those items are still there. even after putting the copper that it needs in there, nothing will build, and i cant clear it out to build what i want to build.
moving materials into the constructor is time consuming, .... so i decided to leave everything in the constructor inventory, to save time...... today there is nothing in the constructor inventory, pff i guess this needs to be addressed? or just say dont leave anything in the constructor inventory ... lots of mining to do again
If it doesn'T have the required materials, it deletes it from the queue. If it just stops running it's most likely out of power
-I like the system, it's not too complex but clicking on a complex component should queue all the components still required (the ones not already in the constructor's inventory) to build it and then build it for you. -Should be able to remove items from construction queue. -Also discovered a GLITCH; when I go into the construction queue after I switch the power off and on again, I can sometimes remove the item from the construction queue and put it in my inventory(Basically get free components XD). -One other thing I hectically exploit is "create a GV" function: I create it and then break it apart for it's valuable components (so basically trade 25 hull blocks for a core,2 hull blocks and a cockpit).
They know about this problem, as they put the cost of 25 hull in while we could already play. This is a temporary measure as before it was completely free.
I encountered a bug where the constructor would outright freeze production if it had an active queue when you left that planet. Thankfully I had an additional constructor, otherwise I would have been totally stuck.
I love the way the crafting works, it might be a little complex for some but I love the way it is now that you got to create a lot of small components first and then from those parts create the part you want! Right now if you create a lot of components at the same time and some of those components lack something, everything in the queue will be gone, that is sad
- Templates are nice (and neccessary) - Being able to remove a template from the construction queque is badly missing Suggestions: (1) When selecting a template, the info text could tell me, how many items are missing to complete the item (eg. Electronics 1/2) (2) When adding a template to the construction slot, the construction materials (metal plates, electronics etc) needed for this template should be "blocked" (or removed) in the contructors inventory from use with follow up templates. What means: if i add a second template (or an amount x of the first template) to the queue, i need to still have all the construction materials ready for this second template (or the amount x i wan to produce from the first one). If i don't (eg. the first template used up all my metal plates or i just can produce 1 item from template x despite i set to 10), then: (2a) the template info will show "metal plates 0/10" and (2b) i can't place the second template in the construction queue (or set amount of template-1 items higher than base materials available) (3) Construction sceen should be resizable (same for any UI screens)
make the que have unlimited slots but can only work on one item at a time and possibly make a ingame crafting book/? that is in the escape pod other than that I love it . btw if you model it after factorio I would love it ,just the mechanics not the skin
I really like how constructors are at the moment, but they're far from perfect. The two major changes that would be nice would be somehting like an "Advanced Constructor" that automatically crafts the sub-components and a better GUI
I would like to add a suggestion to this concept. There should be a few timers to show that when each part will be constructed and when everything will be constructed. Another suggestion is to add a few small buttons to change the order of the construction queue (or to be able to grab each part in the construction queue and move it yourself.) Shift-clicking should place items from player inventory to construction item inventory
Some autocollecting drills to attach to youre SV would be very very handy, as it is allmost impossible to mine the asteroids... Autocollect in general should be handy actually because I don't like to hit my U button till it hurts . Maybe something to consider in a next update? :-D.
There should be some kind of learning mechanism for getting advanced recipes. Either research (consumes components/resources or alien devices) a trade mechanism with AI where you can call in trade ships if you have a suitable landing pad, antenna, refueling capability, etc. Then buy new recipes that are single or multi use, or buy artifacts to research, or pre-constructed blocks. Maybe recipies could drop off aliens/drones. I shouldn't be able to build a base and get into space in under an hour., but it also shouldn't be too grindy. It should feel like I'm making regular progress even if it is small steps.
suggestion: show components/items that have some (but not all) ingredients in a different color than RED. currently: RED = ingredients missing suggestion: RED = no ingredients available; YELLOW = some ingredients are missing (or tied to a threshold...maybe 50% missing) This may help a lot with the more complex recipes (like for food).
If i click on Fridge in the constructor, it should queue up the components if possible to make. Only if it can't make the components should it fail out. Need the ability to change the queue in process (drag/drop to change order and a way to remove). Shouldn't always combine likes (I want 10 electronics, a fridge then 10 more electronics, not 20 electronics then a fridge). Some means of notification upon completion (toggle for optional on the constructor) should be available. The section for templates is too small to use well as is the inventory portion of the screen.
I'd like an advanced version of the food processor. Right now I can't just line up carting and do something else, as my food would begin to slowly spoil. Maybe have a cooled food processor, with smaller inventory for the cooling unit, but stops Perish time as the Fridge does.